139,596 Commits over 4,352 Days - 1.34cph!

60 Days Ago
- Updated worldmodel (scaled up to match existing asset, removed internals from LOD3 & re-positioned to be central to the world) - Updated world rig with updated model - Updated bounds in .worldmodel & .entity - Re-cached textures in .viewmodel (material updates broke this connection)
2 Months Ago
paintable reactive target rig/anims exported and setup in prefab. Also world model animator controller created
2 Months Ago
merge from artist_pack_dlc
2 Months Ago
Fix npcZone OOB translation being wrong when parented to a ghostship
2 Months Ago
Add hack to not check if underwater if parented to a ghostship
2 Months Ago
Instead of removing the shadow mask mode completely from the UI, it's now only disabled to ensure it doesn't break graphics presets
2 Months Ago
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
2 Months Ago
- First pass on fixing ghostship npc zones - Allow rotating and moving zones - Allow destroying zones - When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors) - Fix search origin being corrupted - Fix lastChosenHidingSpot never being set
2 Months Ago
Extra debugging Simplify the state Increase radius
2 Months Ago
New Orbit state. Used when protecting Oilrig and intecepting a ghost ship when the a crate is hacked: - AI boats will move towards the target - Reach a specific point then begin patroling around the target - Try and maintain group cohesion
2 Months Ago
merge from main
2 Months Ago
mirror 05 model and collision
2 Months Ago
boatai_avoid_trigger_fix -> main
2 Months Ago
Save for debugging
2 Months Ago
Avoidance cache gets stale quicker - should help prevent times where the boats will ignore avoid triggers Turn off boat ai state sleeping Helps make them way better behaviourly and since everything is budgetted it looks fine
2 Months Ago
Update: minor changes - comment explaining why occlusion group isn't retired - error log for cases where we're unsubscribing from network group but we're not in it's occlusion group - TODO comment outlining a desync between group transitions on the border of subscription range and networkable destruction Tests: none, trivial changes
2 Months Ago
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
2 Months Ago
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
2 Months Ago
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands. -Fix scientists walking on top of static canons of islands -Fix scientists walking through trees on islands -Not fixed: loot crates present on island spawn are forever baked into the navmesh
2 Months Ago
Fix for anchored status. Slightly more lenient anchor-to-water check. Additional debug drawing.
2 Months Ago
Fix potential "Look rotation viewing vector is zero" error
2 Months Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
2 Months Ago
Removed shadow mask setting from the Graphics Settings menu as we don't use a shader mask in Rust as it's for baked lighting only
2 Months Ago
Bugfix: check if occlusion group participant is null when cleaning up occlusion groups Should not be needed, but until I track down where nulls are happening this can prevent other issues Tests: none, trivial change
2 Months Ago
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2 Months Ago
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2 Months Ago
Reduce deploy volume collider on boat stairs so it can be correctly placed in all rotations with surrounding walls
2 Months Ago
merge from main
2 Months Ago
Added a new Additional Mask Blend Settings section to the Standard shader's Detail Layer for further control over the detail mask's blending and UVs
2 Months Ago
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2 Months Ago
Change steering wheel lock sound
2 Months Ago
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
2 Months Ago
Change position operations to integer coords to solve lod border issues with some terrain sizes Setup terrain renderer to run in editor for scene view and game view cameras
2 Months Ago
Merge from kinematic_asleep_magnet
2 Months Ago
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
2 Months Ago
add deep sea version for environment volume properties ocean overrides
2 Months Ago
Merge from dropped_item_optim
2 Months Ago
merge from indirect_instancing
2 Months Ago
rebase on main
2 Months Ago
Properly cull underground objects when Indirect Instancing is enabled
2 Months Ago
Progress
2 Months Ago
Rename queue budget
2 Months Ago
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
2 Months Ago
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2 Months Ago
underwater fog lerping respects reflection.forceupdate
2 Months Ago
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
2 Months Ago
lightu-up frame setup, including xl and xxl sizes, gibs, collision, needs lods
2 Months Ago
Merge from naval_update
2 Months Ago
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities